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市场调查报告书
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1714652

扩增实境和虚拟实境市场(按技术、组件、应用和最终用户划分)—2025-2030 年全球预测

Augmented & Virtual Reality Market by Technology, Component, Application, End-User - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 182 Pages | 商品交期: 最快1-2个工作天内

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扩增实境和虚拟实境市场预计在 2024 年达到 425.2 亿美元,在 2025 年成长至 501.2 亿美元,复合年增长率为 17.94%,到 2030 年将达到 1,144.6 亿美元。

主要市场统计数据
基准年2024年 425.2亿美元
预计年份:2025年 501.2亿美元
预测年份 2030 1144.6亿美元
复合年增长率(%) 17.94%

扩增实境和虚拟实境正在迅速从小众技术转变为改变整个产业的工具。这些身临其境型体验的演变是由不断的创新和最尖端科技与日常应用的整合所推动的。在当今竞争激烈的环境中,企业不仅采用这些解决方案来改善培训、增强客户参与和提高业务效率,而且还重新思考如何与其数位生态系统互动。该市场的特点是动态发展,包括即时数据处理、先进的影像处理技术以及强大硬体系统的集成,以提供无缝和身临其境的体验。随着公司不断试验和改进这些技术,行业相关人员已经看到了感知能力、图形渲染和使用者介面设计的显着改进。这些进步使企业能够简化流程、提供个人化体验并开启全新的收益来源。技术进步和消费者期望之间的不断相互作用使这个领域成为一个令人兴奋的领域,传统的经营模式正在受到挑战并重新构想未来。

塑造沉浸式技术领域的变革

近年来,发生了一场变革性转变,这将为扩增实境(AR) 和虚拟实境 (VR) 领域带来永久性的变化。处理能力和显示技术的加速进步再形成了内容的传递和体验方式。从早期原型到商业性可行解决方案的快速转变主要得益于硬体效能的提升和软体功能的进步。这种转变强调了对空间计算的新关注,其中互动式演算法和逼真的视觉回馈增加了用户参与度。随着市场参与企业试验将传统数位介面与身临其境型体验结合的混合模式,一些颠覆性趋势正在出现。科技公司和内容开发人员之间的策略合作正在推动创新,使新平台能够不断学习、适应并提供日益复杂的体验。同时,研发投入不断推动感测器精度和即时回应能力的提升,实现更直觉的用户互动。这些转变显示市场已准备好迎接数位化的未来,身临其境型科技将改善商业、教育、医疗保健、娱乐等领域的日常体验。

关键市场洞察

对市场的深入细分提供了细緻的见解,对于理解不断变化的模式至关重要。依技术分析,扩增实境与虚拟实境区分,前者可细分为基于位置、基于标记、无标记、基于投影、基于迭加等方案;而虚拟实境则可细分为非穿透式、半穿透式、全身临其境型等体验。按组件进行平行细分,可以揭示硬体、服务和软体的综合框架。在硬体方面,配件、摄影机、显示器、位置追踪器和感测器等组件推动使用者体验,其中显示器进一步分为头戴式显示器抬头显示器。服务涵盖咨询、部署和整合以及支援和维护,反映了对端到端解决方案的需求,软体元件分为 AR 和 VR 内容创建,反映了引人注目的数位叙事的重要性。基于应用的细分透过研究教育与培训、游戏与娱乐、医疗保健、工业製造、房地产、零售与电子商务等垂直领域来捕捉市场潜力,这些领域正在积极整合身临其境型技术以满足特定的业务需求和消费者期望。最后,我们对最终用户的关注使我们能够区分企业和个人消费者,并进一步将企业分为大型企业和中小企业,突显每个细分市场不同的采用率和投资能力。

目录

第一章 引言

第二章调查方法

第三章执行摘要

第四章 市场概述

第五章 市场洞察

  • 市场动态
    • 驱动程式
      • 游戏和娱乐领域对身临其境型体验的需求不断增加
      • AR 和 VR 在医疗培训和治疗应用中越来越受欢迎
      • 旅游业和旅游体验对 AR 和 VR 的兴趣日益浓厚,使得该行业更具吸引力
    • 限制因素
      • 技术限制和对内容品质的担忧限制了虚拟实境解决方案的潜力
    • 机会
      • 硬体和软体的进步使得 AR 和 VR 技术更加普及且价格更实惠。
      • 将虚拟实境融入教育环境,增强互动学习方法
    • 任务
      • 资料隐私和安全问题阻碍了 AR 和 VR 的全面应用
  • 市场区隔分析
    • 技术:扩增实境(AR) 技术将数位元素迭加到现实世界环境中,需求量很大。
    • 最终用户:在教育和培训中越来越多地使用扩增实境和虚拟实境技术,以获得身临其境型学习体验
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 经济
    • 社会
    • 科技
    • 法律
    • 环境

第六章扩增实境和虚拟实境市场(按技术)

  • 介绍
  • 扩增实境
    • 基于位置
    • 基于标记
    • 无标记
    • 基于投影
    • 堆迭底座
  • 虚拟实境
    • 非身临其境型
    • 半身临其境型vs. 全身临其境型

第七章扩增实境和虚拟实境市场(按组件)

  • 介绍
  • 硬体
    • 配件
    • 相机
    • 展示
      • 头戴式显示器
      • 抬头显示器
    • 位置追踪器和感测器
  • 服务
    • 咨询
    • 配置与集成
    • 支援和维护
  • 软体
    • AR内容製作
    • VR内容製作

第 8 章扩增实境和虚拟实境市场(按应用)

  • 介绍
  • 教育和培训
  • 游戏和娱乐
  • 医疗保健
  • 工业製造
  • 房地产
  • 零售与电子商务

第九章扩增实境和虚拟实境市场(按最终用户)

  • 介绍
  • 企业
    • 大型企业
    • 中小型企业
  • 个人消费者

10. 美洲扩增实境与虚拟实境市场

  • 介绍
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

11. 亚太地区扩增实境与虚拟实境市场

  • 介绍
  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

12. 欧洲、中东和非洲扩增实境和虚拟实境市场

  • 介绍
  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十三章竞争格局

  • 2024年市场占有率分析
  • 2024年FPNV定位矩阵
  • 竞争情境分析
  • 战略分析与建议

公司名单

  • Amazon Web Services, Inc.
  • Apple Inc.
  • Atheer, Inc.
  • Blippar Group Limited
  • Capermint Technologies Pvt. Ltd.
  • Cisco Systems, Inc.
  • CyberGlove Systems Inc.
  • EON Reality, Inc.
  • Google LLC by Alphabet Inc.
  • Hewlett-Packard Development Company, LP
  • HTC Corporation
  • Inglobe Technologies Srl
  • Innovega Inc.
  • Intel Corporation
  • International Business Machines Corporation
  • KT Corporation
  • Lenovo Group Limited
  • LG Corporation
  • Magic Leap, Inc.
  • Marxent Labs LLC
  • MAXST Co., Ltd.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • NVIDIA Corporation
  • PTC Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corporation
  • Sony Group Corporation
  • Toshiba Corporation
  • Trimble Inc.
  • Vuzix Corporation
  • Zugara Inc.
Product Code: MRR-4358917D64AA

The Augmented & Virtual Reality Market was valued at USD 42.52 billion in 2024 and is projected to grow to USD 50.12 billion in 2025, with a CAGR of 17.94%, reaching USD 114.46 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 42.52 billion
Estimated Year [2025] USD 50.12 billion
Forecast Year [2030] USD 114.46 billion
CAGR (%) 17.94%

Augmented and virtual reality have rapidly transitioned from niche technologies to transformative tools across industries. The evolution of these immersive experiences is driven by relentless innovation and the integration of cutting-edge technology into everyday applications. In today's competitive environment, businesses are not only adopting these solutions for enhanced training, richer customer engagement, and operational efficiency, but are also rethinking the way they interact with digital ecosystems. This market is characterized by dynamic developments, such as the integration of real-time data processing, advanced imaging techniques, and robust hardware systems that deliver seamless, immersive experiences. As organizations continue to experiment with and refine these technologies, industry stakeholders have witnessed significant improvements in sensing capabilities, graphic rendering, and user interface design, all of which contribute to a highly interactive digital environment. Such strides have enabled companies to streamline processes, deliver personalized experiences, and open up entirely new revenue streams. The continuous interplay between technological progress and consumer expectations makes this an exciting space, where traditional business models are being challenged and reimagined for the future.

Transformative Shifts Reshaping the Immersive Technology Sector

Recent years have witnessed transformative shifts that are permanently altering the augmented and virtual reality sectors. Accelerated advancements in processing power and display technology have reshaped how content is delivered and experienced. Rapid transitions from early prototypes to commercially viable solutions have been driven largely by improved hardware performance and advanced software capabilities. This transformation is highlighted by a renewed focus on spatial computing, where interactive algorithms and realistic visual feedback have improved user engagement. As market participants experiment with hybrid models that blend traditional digital interfaces with immersive experiences, several disruptive trends have emerged. Strategic collaborations between tech companies and content developers have fostered innovation, ensuring that emerging platforms continuously learn, adapt, and deliver increasingly refined experiences. Simultaneously, investments in research and development continue to fuel advancements in sensor accuracy and real-time responsiveness, allowing for more intuitive user interactions. These shifts underscore the market's readiness to embrace a digitally-enhanced future, where immersive technologies refine everyday experiences across business, education, healthcare, and entertainment.

Critical Insights Anchored in Market Segmentation

Diving deep into the market, segmentation has provided nuanced insights that are critical to understanding the evolving landscape. An analysis based on technology distinguishes between augmented reality and virtual reality, with the former further studied through variations such as location-based, marker-based, markerless, projection-based, and superimposition-based solutions, while the latter is classified into non-immersive, semi-immersive, and fully immersive experiences. A parallel segmentation based on component reveals a comprehensive framework comprising hardware, services, and software. Within hardware, components such as accessories, cameras, displays, and position trackers & sensors drive user experience, with displays further differentiated between head-mounted displays and heads-up displays. Services span consultation, deployment & integration, and support & maintenance, reflecting the need for end-to-end solutions, and the software component is divided into AR and VR content creation, underlining the importance of compelling digital narratives. Application-based segmentation captures the market potential by examining verticals such as education & training, gaming & entertainment, healthcare, industry manufacturing, real estate, and retail & e-commerce, which are actively integrating immersive technologies to meet specific operational requirements and consumer expectations. Finally, a focus on the end-user distinguishes between enterprises and individual consumers, where enterprises are further analyzed between large enterprises and small & medium enterprises, highlighting varied adoption rates and investment capacities across the spectrum.

Based on Technology, market is studied across Augmented Reality and Virtual Reality. The Augmented Reality is further studied across Location-based, Marker-Based, Markerless, Projection-based, and Superimposition-based. The Virtual Reality is further studied across Non-Immersive and Semi & Fully Immersive.

Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Accessories, Cameras, Displays, and Position Trackers & Sensors. The Displays is further studied across Head-Mounted Displays and Heads-Up Displays. The Services is further studied across Consultation, Deployment & Integration, and Support & Maintenance. The Software is further studied across AR Content Creation and VR Content Creation.

Based on Application, market is studied across Education & Training, Gaming & Entertainment, Healthcare, Industry Manufacturing, Real Estate, and Retail & E-Commerce.

Based on End-User, market is studied across Enterprises and Individual Consumers. The Enterprises is further studied across Large Enterprises and Small & Medium Enterprises.

Regional Insights: Global Market Perspectives and Opportunities

The global reach of augmented and virtual reality solutions is best understood through a regional lens, where market dynamics vary significantly. Analysis of the Americas reveals a vibrant ecosystem characterized by rapid adoption of new technologies, driven by innovation hubs and tech-driven consumer markets. In Europe, the Middle East, and Africa, a blend of emerging tech investment and policy-driven incentives is fostering growth, with businesses increasingly leveraging immersive technologies to address unique regional challenges. Additionally, the Asia-Pacific region stands out as a significant arena for technological integration, supported by a mix of robust manufacturing capabilities and a consumer base that is both tech-savvy and eager to embrace novel digital experiences. These regions represent unique opportunities for market expansion, as each brings distinct regulatory, cultural, and economic considerations that influence the pace and scale of adoption. Together, these regional insights provide a balanced perspective on how global trends are being localized, allowing stakeholders to tailor strategies to the specific demands of each market segment.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Leading Companies and Their Impact on the Industry

The competitiveness of the augmented and virtual reality market is underscored by the strategic maneuvers of several pioneering companies. Industry leaders such as Amazon Web Services, Inc., Apple Inc., and Atheer, Inc. have significantly influenced product development and technological adoption, setting high benchmarks in cloud-based infrastructure and user-centric design. Innovators like Blippar Group Limited and Capermint Technologies Pvt. Ltd. have pushed boundaries in delivering enhanced augmented experiences, while Cisco Systems, Inc. and CyberGlove Systems Inc. emphasize the importance of robust hardware integrations and sensor technologies. EON Reality, Inc., Google LLC by Alphabet Inc., and Hewlett-Packard Development Company, L.P. are notable for their consistent investment in research and development, which has intensified the pace of innovation and increased the versatility of immersive applications. Additional players - including HTC Corporation, Inglobe Technologies Srl, Innovega Inc., and Intel Corporation - have contributed critical technological advances that propel immersive experiences forward. Significant contributions from International Business Machines Corporation, KT Corporation, Lenovo Group Limited, and LG Corporation have further enhanced connectivity and computational power within the market. The influence of Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc. underscores a collaborative ecosystem where strategic investments and technological breakthroughs continuously redefine the landscape.

The report delves into recent significant developments in the Augmented & Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Amazon Web Services, Inc., Apple Inc., Atheer, Inc., Blippar Group Limited, Capermint Technologies Pvt. Ltd., Cisco Systems, Inc., CyberGlove Systems Inc., EON Reality, Inc., Google LLC by Alphabet Inc., Hewlett-Packard Development Company, L.P., HTC Corporation, Inglobe Technologies Srl, Innovega Inc., Intel Corporation, International Business Machines Corporation, KT Corporation, Lenovo Group Limited, LG Corporation, Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc.. Actionable Recommendations for Industry Leaders

For industry leaders aiming to harness the potential of immersive technologies, a strategic roadmap is essential. First, invest in research and development to not only stay ahead in terms of technological capability but also to anticipate evolving consumer needs. Leaders should leverage emerging trends and data insights to identify high-potential market segments, ensuring a balanced focus between hardware innovation, software development, and service integration. Collaboration across industries and with technology partners enhances the ability to create scalable solutions that are both robust and adaptable. An immediate focus on integrating detailed consumer feedback into the product development cycle can help fine-tune user interfaces and improve the overall experience. Additionally, exploring cross-sector partnerships and engaging in pilot programs can facilitate smoother transitions into mass adoption, mitigating risk while capitalizing on early success stories. It is also imperative to monitor global trends across key regions to tailor market strategies that resonate with localized demands. By focusing on scalable innovation, comprehensive solutions, and strategic partnerships, industry leaders will be well-positioned to capture emerging opportunities and create long-term competitive advantages.

Conclusion: Charting the Future of Immersive Technologies

In summarizing the pivotal insights from the current market landscape, it is evident that augmented and virtual reality technologies are reshaping industries while driving new business models. The rapid pace of technological advancements combined with an expanding ecosystem of hardware, software, and service providers is creating an environment ripe for innovation. Executive assessments reveal that segmentation by technology, component, application, and end-user uncovers granular insights that help in understanding market dynamics and consumer behavior. Regional trends further demonstrate that despite unique challenges and opportunities, there is a collective global momentum towards integrating immersive experiences into everyday life. As companies continue to invest in R&D and collaborative ventures, the convergence of these factors promises a future where immersive technologies become central to operational excellence and customer engagement. The journey ahead is characterized by both challenges and remarkable opportunities, inviting industry leaders to be agile, innovative, and forward-thinking in their approach to leveraging these transformative technologies.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for immersive experiences in gaming and entertainment sectors
      • 5.1.1.2. Growing adoption of AR and VR in healthcare for training and therapeutic applications
      • 5.1.1.3. Surging interest in AR and VR for tourism and travel experiences enhances the industry's appeal
    • 5.1.2. Restraints
      • 5.1.2.1. Technical limitations and content quality concerns restricting the potential of virtual reality solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in hardware and software making AR and VR technologies more accessible and affordable
      • 5.1.3.2. Integration of virtual reality in educational settings enhancing interactive learning methodologies
    • 5.1.4. Challenges
      • 5.1.4.1. Data privacy and security issues preventing comprehensive utilization of AR and VR
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Technology: Increasing demand for augmented reality (AR) technology to superimpose digital elements into real-world environments
    • 5.2.2. End-User: Rising usage of augmented & virtual reality technologies in education and training for immersive learning experiences
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Augmented & Virtual Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Augmented Reality
    • 6.2.1. Location-based
    • 6.2.2. Marker-Based
    • 6.2.3. Markerless
    • 6.2.4. Projection-based
    • 6.2.5. Superimposition-based
  • 6.3. Virtual Reality
    • 6.3.1. Non-Immersive
    • 6.3.2. Semi & Fully Immersive

7. Augmented & Virtual Reality Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Accessories
    • 7.2.2. Cameras
    • 7.2.3. Displays
      • 7.2.3.1. Head-Mounted Displays
      • 7.2.3.2. Heads-Up Displays
    • 7.2.4. Position Trackers & Sensors
  • 7.3. Services
    • 7.3.1. Consultation
    • 7.3.2. Deployment & Integration
    • 7.3.3. Support & Maintenance
  • 7.4. Software
    • 7.4.1. AR Content Creation
    • 7.4.2. VR Content Creation

8. Augmented & Virtual Reality Market, by Application

  • 8.1. Introduction
  • 8.2. Education & Training
  • 8.3. Gaming & Entertainment
  • 8.4. Healthcare
  • 8.5. Industry Manufacturing
  • 8.6. Real Estate
  • 8.7. Retail & E-Commerce

9. Augmented & Virtual Reality Market, by End-User

  • 9.1. Introduction
  • 9.2. Enterprises
    • 9.2.1. Large Enterprises
    • 9.2.2. Small & Medium Enterprises
  • 9.3. Individual Consumers

10. Americas Augmented & Virtual Reality Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Augmented & Virtual Reality Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Augmented & Virtual Reality Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2024
  • 13.2. FPNV Positioning Matrix, 2024
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. InVeris combines virtual and live fire training with launch of fats
    • 13.3.2. Samsung, Pimax, and DPVR signal a transformative step in virtual reality with new headsets
    • 13.3.3. Snap and Meta launches next-gen AR glasses, signaling a new era in wearable tech
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Amazon Web Services, Inc.
  • 2. Apple Inc.
  • 3. Atheer, Inc.
  • 4. Blippar Group Limited
  • 5. Capermint Technologies Pvt. Ltd.
  • 6. Cisco Systems, Inc.
  • 7. CyberGlove Systems Inc.
  • 8. EON Reality, Inc.
  • 9. Google LLC by Alphabet Inc.
  • 10. Hewlett-Packard Development Company, L.P.
  • 11. HTC Corporation
  • 12. Inglobe Technologies Srl
  • 13. Innovega Inc.
  • 14. Intel Corporation
  • 15. International Business Machines Corporation
  • 16. KT Corporation
  • 17. Lenovo Group Limited
  • 18. LG Corporation
  • 19. Magic Leap, Inc.
  • 20. Marxent Labs LLC
  • 21. MAXST Co., Ltd.
  • 22. Meta Platforms, Inc.
  • 23. Microsoft Corporation
  • 24. Niantic, Inc.
  • 25. NVIDIA Corporation
  • 26. PTC Inc.
  • 27. Qualcomm Incorporated
  • 28. Samsung Electronics Co., Ltd.
  • 29. Seiko Epson Corporation
  • 30. Sony Group Corporation
  • 31. Toshiba Corporation
  • 32. Trimble Inc.
  • 33. Vuzix Corporation
  • 34. Zugara Inc.

LIST OF FIGURES

  • FIGURE 1. AUGMENTED & VIRTUAL REALITY MARKET MULTI-CURRENCY
  • FIGURE 2. AUGMENTED & VIRTUAL REALITY MARKET MULTI-LANGUAGE
  • FIGURE 3. AUGMENTED & VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 4. AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2024 VS 2030
  • FIGURE 5. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2024 VS 2030 (%)
  • FIGURE 9. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2024 VS 2030 (%)
  • FIGURE 11. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2024 VS 2030 (%)
  • FIGURE 13. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2024 VS 2030 (%)
  • FIGURE 15. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 17. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 19. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 24. AUGMENTED & VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 25. AUGMENTED & VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2024

LIST OF TABLES

  • TABLE 1. AUGMENTED & VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. AUGMENTED & VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY LOCATION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PROJECTION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SUPERIMPOSITION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY NON-IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SEMI & FULLY IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ACCESSORIES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEADS-UP DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS & SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CONSULTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEPLOYMENT & INTEGRATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SUPPORT & MAINTENANCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 39. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 40. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 41. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 42. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY INDUSTRY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 43. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 44. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY RETAIL & E-COMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 45. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 46. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 47. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 48. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 49. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 50. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY INDIVIDUAL CONSUMERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 51. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 52. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 53. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 54. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 55. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 56. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 57. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 58. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 59. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 60. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 61. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 62. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 63. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 65. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 66. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 68. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 69. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 70. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 71. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 72. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 73. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 74. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 75. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 76. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 77. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 78. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 79. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 80. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 81. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 82. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 83. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 84. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 85. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 86. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 87. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 88. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 90. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 91. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 92. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 93. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 94. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 95. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 96. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 97. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 98. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 99. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 102. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 103. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 104. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 105. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 106. MEXICO AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 107. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 108. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 109. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 110. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 111. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 112. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 113. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 114. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 115. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 116. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 117. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 118. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 119. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 121. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 122. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 123. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 124. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 125. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 126. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 127. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 128. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 129. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 130. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 131. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 132. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 133. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 134. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 136. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 137. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 138. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 139. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 141. AUSTRALIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 142. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 143. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 144. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 145. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 146. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 147. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 148. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 149. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 150. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 151. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 152. CHINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 153. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 154. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 155. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 156. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 157. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 158. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 159. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 160. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 161. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 162. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 163. INDIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 164. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 165. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 166. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 167. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 168. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 169. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 170. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 171. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 172. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 173. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 174. INDONESIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 175. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 177. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 178. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 179. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 180. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 181. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 182. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 183. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 184. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 185. JAPAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 186. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 187. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 188. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 189. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 190. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 191. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 192. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 193. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 194. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 195. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 196. MALAYSIA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 197. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 198. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 199. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 200. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 201. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 202. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 203. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 204. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 205. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 206. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 207. PHILIPPINES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 208. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 209. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 210. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 211. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 212. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 213. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 214. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 215. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 216. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 217. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 218. SINGAPORE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 219. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 220. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 221. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 222. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 223. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 224. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 225. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 226. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 227. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 228. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 229. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 230. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 232. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 233. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 234. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 236. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 237. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 238. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 239. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 240. TAIWAN AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 241. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 242. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 243. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 244. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 245. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 246. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 247. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 248. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 249. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 250. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 251. THAILAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 252. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 253. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 254. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 255. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 256. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 257. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 258. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 259. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 260. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 261. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 262. VIETNAM AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 263. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 264. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 265. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 266. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 267. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 268. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 269. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 270. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 271. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 272. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 273. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 274. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 275. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 276. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 277. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 278. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 279. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 280. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 281. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 282. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 283. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 284. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 285. DENMARK AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 286. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 287. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 288. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 289. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 290. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 291. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 292. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 293. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 294. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 295. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 296. EGYPT AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 297. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 298. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 299. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 300. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 301. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 302. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 303. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 304. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 305. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 306. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 307. FINLAND AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 308. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 309. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 310. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 311. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 312. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 313. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS, 2018-2030 (USD MILLION)
  • TABLE 314. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 315. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 316. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 317. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 318. FRANCE AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 319. GERMANY AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 320. GERMANY AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 321. GERMANY AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 322. GERMANY AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 323. GERMANY AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION